using ABI_RC.Core; using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Core.UI; using ABI_RC.Core.Util.Object_Behaviour; using ABI_RC.Systems.MovementSystem; using ABI_RC.Core.EventSystem; using MelonLoader; using RootMotion.FinalIK; using System.Collections; using UnityEngine; using UnityEngine.XR; using Valve.VR; using HarmonyLib; using Object = UnityEngine.Object; //Remove VRIK on VR to Desktop //Remove LookAtIK on Desktop to VR //Set Desktop camera to head again...? //Recenter collision position (in VR it shifts around) namespace DesktopVRSwitch; public class DesktopVRSwitch : MelonMod { private static bool isAttemptingSwitch = false; private static float timedSwitch = 0f; private static bool CurrentMode; public override void OnUpdate() { // assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch) { //start attempt isAttemptingSwitch = true; MelonCoroutines.Start(AttemptPlatformSwitch()); //how long we wait until we assume an error occured timedSwitch = Time.time + 10f; } //catch if coroutine just decided to not finish... which happens? if (isAttemptingSwitch && Time.time > timedSwitch) { MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway."); MelonCoroutines.Start(AttemptPlatformSwitch(true)); } } private static IEnumerator AttemptPlatformSwitch(bool forceMode = false) { //forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx) CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr; bool VRMode = forceMode ? CurrentMode : !CurrentMode; //load or unload SteamVR InitializeSteamVR(VRMode); CloseMenuElements(VRMode); yield return new WaitForEndOfFrame(); SetMetaPort(VRMode); yield return new WaitForEndOfFrame(); SetPlayerSetup(VRMode); SwitchActiveCameraRigs(VRMode); UpdateCameraFacingObject(); RepositionCohtmlHud(VRMode); UpdateHudOperations(VRMode); yield return new WaitForEndOfFrame(); RemoveComponents(VRMode); yield return new WaitForEndOfFrame(); SetMovementSystem(VRMode); yield return new WaitForEndOfFrame(); //needs to come after SetMovementSystem UpdateGestureReconizerCam(); yield return new WaitForSeconds(0.5f); //right here is the fucker most likely to break ReloadCVRInputManager(); //some menus have 0.5s wait(), so to be safe yield return new WaitForSeconds(0.5f); //I am setting the collision center to the avatars position so the collision is set in the same place as where it was after the player moved roomscale in VR //need to recenter player avatar as VRIK locomotion moves that directly Vector3 roomscalePos = PlayerSetup.Instance._avatar.transform.position; Quaternion roomscaleRot = PlayerSetup.Instance._avatar.transform.rotation; MovementSystem.Instance.enabled = false; MovementSystem.Instance.transform.position = roomscalePos; MovementSystem.Instance.transform.rotation = roomscaleRot; MovementSystem.Instance.enabled = true; //collision center is set to match headpos in VR, but desktop doesnt reset it //MovementSystem.Instance.proxyCollider.center = Vector3.zero; //not sure why UpdateColliderCenter doesnt do this MovementSystem.Instance.UpdateColliderCenter(roomscalePos); //AssetManagement.Instance.LoadLocalAvatar(this.avatarId); //tell the game to change VRMode/DesktopMode for Steam/Discord presence //RichPresence.PopulatePresence(); //nvm that resets the RichPresence clock- i want people to know how long ive wasted staring at mirror yield return null; isAttemptingSwitch = false; } //shitton of try catch below private static void InitializeSteamVR(bool isVR) { if (isVR) { //force SteamVR to fully initialize, this does all and more than what i did with LoadDevice() SteamVR.Initialize(true); //Just to make sure. Game does this natively when entering VR. SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false; //TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions //If you restart SteamVR after already have been in VRMode, the steamvr action handles break //ive tried: //SteamVR_Input.Initialize(true) //SteamVR_Actions.PreInitialize() //Destroying SteamVR_Settings on DesktopMode //Destroying SteamVR_Behavior on DesktopMode //Destroying SteamVR_Render on DesktopMode //Combinations of all of these.. //Its probably really simple, but I just cannot figure out how. } else { //force SteamVR to let go of Chillout XRSettings.LoadDeviceByName("None"); XRSettings.enabled = false; //destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one Object.Destroy(SteamVR_Behaviour.instance.gameObject); //what even does this do that is actually important? SteamVR.SafeDispose(); } } // shouldn't be that important, right? private static void CloseMenuElements(bool isVR) { if (ViewManager.Instance != null) { MelonLogger.Msg("Closed MainMenu Instance."); ViewManager.Instance.UiStateToggle(false); ViewManager.Instance.VrInputChanged(isVR); } else { MelonLogger.Msg("MainMenu Instance not found!!!"); } if (ViewManager.Instance != null) { MelonLogger.Msg("Closed QuickMenu Instance."); CVR_MenuManager.Instance.ToggleQuickMenu(false); } else { MelonLogger.Msg("QuickMenu Instance not found!!!"); } } private static void SetMetaPort(bool isVR) { try { MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}."); MetaPort.Instance.isUsingVr = isVR; } catch (Exception) { MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?"); MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance); throw; } } private static void SetPlayerSetup(bool isVR) { try { MelonLogger.Msg($"Set PlayerSetup instance to {isVR}."); PlayerSetup.Instance._inVr = isVR; } catch (Exception) { MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } private static void RemoveComponents(bool isVR) { try { if (!isVR) { MelonLogger.Msg("VRIK component is not needed. Removing."); VRIK ik = (VRIK)PlayerSetup.Instance._avatar.GetComponent(typeof(VRIK)); if (ik != null) { UnityEngine.Object.Destroy(ik); } } else { MelonLogger.Msg("LookIK component is not needed. Removing."); LookAtIK ik = (LookAtIK)PlayerSetup.Instance._avatar.GetComponent(typeof(LookAtIK)); if (ik != null) { UnityEngine.Object.Destroy(ik); } } MelonLogger.Msg("Removing Viseme and Eye controllers."); CVRVisemeController cvrvisemeController = (CVRVisemeController)PlayerSetup.Instance._avatar.GetComponent(typeof(CVRVisemeController)); if (cvrvisemeController != null) { UnityEngine.Object.Destroy(cvrvisemeController); } CVREyeController cvreyeController = (CVREyeController)PlayerSetup.Instance._avatar.GetComponent(typeof(CVREyeController)); if (cvreyeController != null) { UnityEngine.Object.Destroy(cvreyeController); } } catch (Exception) { MelonLogger.Error("Temp creation of VRIK on avatar failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } private static void SwitchActiveCameraRigs(bool isVR) { try { MelonLogger.Msg("Switched active camera rigs."); PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR); PlayerSetup.Instance.vrCameraRig.SetActive(isVR); } catch (Exception) { MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?"); MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig); MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig); throw; } } private static void RepositionCohtmlHud(bool isVR) { try { MelonLogger.Msg("Parented CohtmlHud to active camera."); CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform; //sets hud position, rotation, and scale based on MetaPort isUsingVr CVRTools.ConfigureHudAffinity(); } catch (Exception) { MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?"); MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance); throw; } } //hopefully whatever rework was hinted at doesn't immediatly break this private static void SetMovementSystem(bool isVR) { try { MelonLogger.Msg($"Set MovementSystem instance to {isVR}."); MovementSystem.Instance.isVr = true; } catch (Exception) { MelonLogger.Error("Setting MovementSystem isVr failed. Is MovementSystem.Instance invalid?"); MelonLogger.Msg("MovementSystem.Instance: " + MovementSystem.Instance); throw; } } private static void ReloadCVRInputManager() { try { MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame..."); CVRInputManager.Instance.reload = true; //just in case CVRInputManager.Instance.inputEnabled = true; CVRInputManager.Instance.blockedByUi = false; //sometimes head can get stuck, so just in case CVRInputManager.Instance.independentHeadToggle = false; //just nice to load into desktop with idle gesture CVRInputManager.Instance.gestureLeft = 0f; CVRInputManager.Instance.gestureLeftRaw = 0f; CVRInputManager.Instance.gestureRight = 0f; CVRInputManager.Instance.gestureRightRaw = 0f; } catch (Exception) { MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?"); MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance); throw; } } private static void Recalibrate() { try { MelonLogger.Msg("Called ReCalibrateAvatar() on PlayerSetup.Instance. Will take a second..."); PlayerSetup.Instance.CalibrateAvatar(); } catch (Exception) { MelonLogger.Error("ReCalibrateAvatar() failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } //every nameplate canvas uses CameraFacingObject :stare: //might need to use actual Desktop/VR cam instead of Camera.main private static void UpdateCameraFacingObject() { try { MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)"); CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType(); for (int i = 0; i < camfaceobjs.Count(); i++) { camfaceobjs[i].m_Camera = Camera.main; } } catch (Exception) { MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk..."); throw; } } //cant fix unless i log the original VR gripOrigins with a patch... //private static void SetPickupObjectOrigins() //{ // try // { // CVRPickupObject[] pickups = Object.FindObjectsOfType(); // if (pickups.gripOrigin != null) // { // Transform x = this.gripOrigin.Find("[Desktop]"); // if (x != null) // { // this.gripOrigin = x; // } // } // } // catch (Exception) // { // MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk..."); // throw; // } //} private static void UpdateHudOperations(bool isVR) { try { MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent."); HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop; HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop; } catch (Exception) { MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!"); throw; } } //i suck at traverse private static void UpdateGestureReconizerCam() { try { MelonLogger.Msg("Set GestureReconizerCam camera to Camera.main."); Camera cam = Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").GetValue() as Camera; cam = Camera.main; } catch (Exception) { MelonLogger.Error("Error updating CVRGestureRecognizer camera!"); throw; } } }